private void BattleStateChanged(BattleController.eBattleState state) { switch (state) { case BattleController.eBattleState.INITIALISATION: InstantiateUiElements(); break; case BattleController.eBattleState.UNIT_PLACEMENT: SubsribeListenersToCells(); SubscribeListenersToUnits(); startBattleButton.interactable = true; break; case BattleController.eBattleState.PLAYER_TURN: endTurnButton.gameObject.SetActive(true); break; case BattleController.eBattleState.AI_TURN: endTurnButton.gameObject.SetActive(false); break; case BattleController.eBattleState.VICTORY: ShowEndBattleGUI(true); break; case BattleController.eBattleState.DEFEAT: ShowEndBattleGUI(false); break; } }
private void BattleStateChanged(BattleController.eBattleState state) { switch (state) { case BattleController.eBattleState.INITIALISATION: inputState = eInputState.DISABLED; highlighter.InitHighlighter(); mouseHoverEvent = false; currentUnit = null; break; case BattleController.eBattleState.UNIT_PLACEMENT: inputState = eInputState.UNIT_PLACEMENT; playerStartPos = BattleController.instance.playerStartPos; enemyStartPos = BattleController.instance.enemyStartPos; highlighter.HighlightPlayerStart(playerStartPos); highlighter.HighlightEnemyStart(enemyStartPos); currentUnit = null; break; case BattleController.eBattleState.PLAYER_TURN: inputState = eInputState.PLAYER_DEFAULT; UpdateUnitState(); break; case BattleController.eBattleState.AI_TURN: inputState = eInputState.NPC_DEFAULT; highlighter.ClearAll(); UpdateUnitState(); break; case BattleController.eBattleState.VICTORY: inputState = eInputState.DISABLED; currentUnit = null; break; case BattleController.eBattleState.DEFEAT: inputState = eInputState.DISABLED; currentUnit = null; break; } }